Space Marine 2 - Operations Mode Builds
Introduction
Tactical
The Tactical class, both in game and in story, is the balanced class. It can fight effectively at melee, close, mid and even long range and against enemies reliant on quantity and enemies that are reliant on quality. In addition, the Auspex Scan ability is a powerful support ability for a Tactical's whole squad, and a well-timed one can turn a dangerous situation into a cake-walk.
Assault
The Assault is a fast glass hammer type of class. The Assault has no primary weapon so an Assault is weaker at ranged combat than other classes, their pistol is instead primarily for performing Gun Strikes, though it can be used to stop a reinforcement call if you're unable to get close. The Jet Pack is a powerful tool, an effective way to move from place-to-place quickly, as well as allowing the player to open melee combat with a powerful alpha strike.
Vanguard
The Vanguard is similar to the Assault class (a fast glass hammer) and in-fluff, the newest type of Space Marine. The Grapnel Launcher functions quite similarly to the Assault Jump Pack but a lot more limited. It can't be used to dodge (though that usually doesn't matter) and doesn't feel as powerful as a ground pound but unlike the Assault, the Vanguard gets a primary weapon, allowing their shooting to be more versatile and effective. I like to think of the Vanguard being similar to the Tactical class, effective against all types of ranges and foes, and exchanging resilience for agility and damage potential.
Bulwark
The Bulwark is the Mighty Glacier of the classes. It lacks a Primary Weapon so its ranged abilities aren't as strong as classes that have one and they lack the mobility tools of the Assault and Vanguard. However, for simple melee combat, the Bulwark is beyond that of any other classes. Thanks to their huge shield, the Bulwark can withstand more attacks than any other class. Don't forget that the shield can be used to bash enemies, both with quick attacks and charged attacks. The Bulwark's perks can be split into two sets that generally do not have direct synergy with each other. The Bulwark's special ability is placing a Chapter Banner, which creates an aura that restores the armor of any ally nearby it. At its base, it's a good emergency ability to make a group nearly impossible to shift while it lasts, but other upgrades can move it into being a long-term healing ability.
Sniper
The Sniper is a somewhat stealthy class, thanks to its cameoline cloak, it can be used to take out something nasty among the opponents, or rescue an Astartes that has been downed. The name is non-indicative, the Sniper class doesn't have to snipe enemies and due to the nature of the game, it doesn't operate in a very stealthy manner. This being said, whatever way the class is built, the Sniper is very good at singling out a single target and bursting it down. The third column of perks isn't particular to any build, and will be chosen to match the primary weapon and I shouldn't need to tell anyone which one. The Sniper's class ability is a Camo Cloak that makes you invisible to enemies and causes your next attack to gain a huge damage boost. The Camo Cloak works by having ability charge fill over time and when active, will drain this ability charge until it goes empty or the player does something to deactivate it. The best way to use it is to try to end it with an attack ASAP or flickering it on and off, ensuring that it can be used again.
Heavy
Before the Primaris Marines, the Heavy was called the Devastator, a catch-all term for the heavy support infantry of the Space Marines regardless of what weapon they are equipped with. After the Primaris were introduced, the Devastator was split up into a unit type for every heavy weapon it could have. The Heavy class has a more powerful primary weapon than any of the other classes, and thus excels at blasting enemies apart with ranged firepower. However, this heavier armanent comes at the cost of not having a melee weapon, making the Heavy more vulnerable in melee than any other. The unique ability of the Heavy is the Heavy Stance, where the Heavy aims with their weapon, increasing fire rate as well as reducing recoil and spread but increasing stagger vulnerabilty and taking away the ability to dodge. The special ability of the Heavy is the Iron Halo, which creates a damage absorbing shield shaped like an eighth of a sphere that points in the direction the Heavy faces at its base. Some builds can also use it as an offensive weapon and offensive buff. Unlike the other classes, the perk build of the Heavy is tied to what primary weapon the player has taken.
Techmarine
The Techmarine has a lot of unique traits that other classes don't have. First is the Servo-Gun, which performs the Techmarine's gun strikes. The Gun-Strikes are based on the power of the Servo-Gun instead of the player's pistol. While this does mean weaker Gun-Strikes, it also means there is no animation to be interrupted. This synergizes very well with charged attacks, because it enables the Techmarine to interupt enemy attempts to interupt a charged attack. The second unique trait is the Tarantula Sentry Turrets, where the presence of a Techmarine in a team will place several Tarantula Sentries on the map that the Techmarine can activate, causing it to shoot enemies until it runs out of ammo or is destroyed. If it runs out of ammo, it can be reactivated. The Techmarines ability is to activate their Servo-Gun to gun down enemies. Very simple, but it can be made to do a bit more than that. When the Servo-Gun is active, the Techmarine will Gun-Strike like the rest of the classes, which will make the Gun-Strikes cause a bit more damage but come with an animation that can be interupted.
A Note on Team Perks
Bolt Rifles
Bolt Carbines
Heavy Weapons
Miscellaneous Primary Weapons
Secondary Weapons
Melee Weapons (In General)
Melee Weapons (Unpowered)
Melee Weapons (Powered)
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